isohex3_8.cpp

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/*****************************************************************************
IsoHex3_8.cpp
Ernest S. Pazera
18MAY2000
Start a WIN32 Application Workspace, add in this file
Requires GDICanvas.h and GDICanvas.cpp
*****************************************************************************/

//////////////////////////////////////////////////////////////////////////////
//INCLUDES
//////////////////////////////////////////////////////////////////////////////
#define WIN32_LEAN_AND_MEAN  

#include <windows.h>   
#include "GDICanvas.h"

//////////////////////////////////////////////////////////////////////////////
//DEFINES
//////////////////////////////////////////////////////////////////////////////
//name for our window class
#define WINDOWCLASS "ISOHEX3"
//title of the application
#define WINDOWTITLE "IsoHex 3-8"

//////////////////////////////////////////////////////////////////////////////
//PROTOTYPES
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init();//game data initalizer
void Prog_Loop();//main game loop
void Prog_Done();//game clean up
//functions to deal with the update rectangle
void ClearUpdate();//clears the update rectangle
void AddUpdate(RECT* prcAdd);//adds the update rectangle
void RenderUpdate(HWND hwndDst, HDC hdcSrc);//renders the update

//////////////////////////////////////////////////////////////////////////////
//GLOBALS
//////////////////////////////////////////////////////////////////////////////
HINSTANCE hInstMain=NULL;//main application handle
HWND hWndMain=NULL;//handle to our main window
//gdi canvases
CGDICanvas gdicTile;
CGDICanvas gdicMask;
CGDICanvas gdicBackbuffer;
//update rectangle
RECT rcUpdate;

//////////////////////////////////////////////////////////////////////////////
//WINDOWPROC
//////////////////////////////////////////////////////////////////////////////
LRESULT CALLBACK TheWindowProc(HWND hwnd,UINT uMsg,WPARAM wParam,LPARAM lParam)
{
	//which message did we get?
	switch(uMsg)
	{
	case WM_LBUTTONDOWN:
		{
			//borrow dc from main window
			HDC hdc=GetDC(hWndMain);

			//blit from the memory dc to the window's dc
			BitBlt(gdicBackbuffer,LOWORD(lParam)-gdicMask.GetWidth()/2,HIWORD(lParam)-gdicMask.GetHeight()/2,gdicMask.GetWidth(),gdicMask.GetHeight(),gdicMask,0,0,SRCAND);
			BitBlt(gdicBackbuffer,LOWORD(lParam)-gdicTile.GetWidth()/2,HIWORD(lParam)-gdicTile.GetHeight()/2,gdicMask.GetWidth(),gdicMask.GetHeight(),gdicTile,0,0,SRCPAINT);

			//add to the update rectangle
			RECT rcAdd;
			SetRect(&rcAdd,LOWORD(lParam)-gdicMask.GetWidth()/2,HIWORD(lParam)-gdicMask.GetHeight()/2,LOWORD(lParam)-gdicMask.GetWidth()/2+gdicMask.GetWidth(),HIWORD(lParam)-gdicMask.GetHeight()/2+gdicMask.GetHeight());
			AddUpdate(&rcAdd);
			
			//return the borrowed dc to the system
			ReleaseDC(hWndMain,hdc);

			//handled, so return 0
			return(0);
		}break;
	case WM_DESTROY://the window is being destroyed
		{

			//tell the application we are quitting
			PostQuitMessage(0);

			//handled message, so return 0
			return(0);

		}break;
	case WM_PAINT://the window needs repainting
		{
			//a variable needed for painting information
			PAINTSTRUCT ps;
			
			//start painting
			HDC hdc=BeginPaint(hwnd,&ps);

			/////////////////////////////
			//painting code would go here
			/////////////////////////////

			//end painting
			EndPaint(hwnd,&ps);

			//add entire client are to update rectangle
			RECT rcClient;
			GetClientRect(hwnd,&rcClient);
			AddUpdate(&rcClient);
						
			//handled message, so return 0
			return(0);
		}break;
	}

	//pass along any other message to default message handler
	return(DefWindowProc(hwnd,uMsg,wParam,lParam));
}


//////////////////////////////////////////////////////////////////////////////
//WINMAIN
//////////////////////////////////////////////////////////////////////////////
int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd)
{
	//assign instance to global variable
	hInstMain=hInstance;

	//create window class
	WNDCLASSEX wcx;

	//set the size of the structure
	wcx.cbSize=sizeof(WNDCLASSEX);

	//class style
	wcx.style=CS_OWNDC | CS_HREDRAW | CS_VREDRAW | CS_DBLCLKS;

	//window procedure
	wcx.lpfnWndProc=TheWindowProc;

	//class extra
	wcx.cbClsExtra=0;

	//window extra
	wcx.cbWndExtra=0;

	//application handle
	wcx.hInstance=hInstMain;

	//icon
	wcx.hIcon=LoadIcon(NULL,IDI_APPLICATION);

	//cursor
	wcx.hCursor=LoadCursor(NULL,IDC_ARROW);

	//background color
	wcx.hbrBackground=(HBRUSH)GetStockObject(BLACK_BRUSH);

	//menu
	wcx.lpszMenuName=NULL;

	//class name
	wcx.lpszClassName=WINDOWCLASS;

	//small icon
	wcx.hIconSm=NULL;

	//register the window class, return 0 if not successful
	if(!RegisterClassEx(&wcx)) return(0);

	//create main window
	hWndMain=CreateWindowEx(0,WINDOWCLASS,WINDOWTITLE, WS_BORDER | WS_SYSMENU | WS_VISIBLE,0,0,320,240,NULL,NULL,hInstMain,NULL);

	//error check
	if(!hWndMain) return(0);

	//if program initialization failed, then return with 0
	if(!Prog_Init()) return(0);

	//message structure
	MSG msg;

	//message pump
	for(;;)	
	{
		//look for a message
		if(PeekMessage(&msg,NULL,0,0,PM_REMOVE))
		{
			//there is a message

			//check that we arent quitting
			if(msg.message==WM_QUIT) break;
			
			//translate message
			TranslateMessage(&msg);

			//dispatch message
			DispatchMessage(&msg);
		}

		//run main game loop
		Prog_Loop();
	}
	
	//clean up program data
	Prog_Done();

	//return the wparam from the WM_QUIT message
	return(msg.wParam);
}

//////////////////////////////////////////////////////////////////////////////
//INITIALIZATION
//////////////////////////////////////////////////////////////////////////////
bool Prog_Init()
{
	//borrow dc from main window
	HDC hdc=GetDC(hWndMain);

	//load the images
	gdicTile.Load(hdc,"IsoHex3_8-1.bmp");
	gdicMask.Load(hdc,"IsoHex3_8-2.bmp");

	//get the client rectangle
	RECT rcClient;
	GetClientRect(hWndMain,&rcClient);

	//create a blank bitmap with the client area's dimensions
	gdicBackbuffer.CreateBlank(hdc,rcClient.right,rcClient.bottom);

	//clear out the blank bitmap
	FillRect(gdicBackbuffer,&rcClient,(HBRUSH)GetStockObject(BLACK_BRUSH));

	//clear the update region
	ClearUpdate();

	//return dc to system
	ReleaseDC(hWndMain,hdc);

	return(true);//return success
}

//////////////////////////////////////////////////////////////////////////////
//CLEANUP
//////////////////////////////////////////////////////////////////////////////
void Prog_Done()
{
	//destroy the images
	gdicTile.Destroy();
	gdicMask.Destroy();
}

//////////////////////////////////////////////////////////////////////////////
//MAIN GAME LOOP
//////////////////////////////////////////////////////////////////////////////
void Prog_Loop()
{
	//render the update
	RenderUpdate(hWndMain,gdicBackbuffer);
}

//clears the update rectangle
void ClearUpdate()
{
	//set the update rect to empty
	SetRectEmpty(&rcUpdate);
}

//adds the update rectangle
void AddUpdate(RECT* prcAdd)
{
	//if the new rectangle is empty, return without doing anything
	if(IsRectEmpty(prcAdd)) return;

	if(IsRectEmpty(&rcUpdate))
	{
		//if the rectangle is empty

		//copy the new rectangle to the update rectangle
		CopyRect(&rcUpdate,prcAdd);

	}
	else
	{
		//if the rectangle is not empty

		//create a temporary rectangle
		RECT rcTemp;

		//combine the new rectangle with the old rectangle in the temporary rect
		UnionRect(&rcTemp,&rcUpdate,prcAdd);

		//copy the temporary rectangle to the update rect
		CopyRect(&rcUpdate,&rcTemp);
	}
}

//renders the update
void RenderUpdate(HWND hwndDst, HDC hdcSrc)
{
	//if the update rectangle is empty, return without doing anything
	if(IsRectEmpty(&rcUpdate)) return;

	//borrow the dc from the destination window
	HDC hdcDst=GetDC(hwndDst);

	//blit the update area
	BitBlt(hdcDst,rcUpdate.left,rcUpdate.top,rcUpdate.right-rcUpdate.left,rcUpdate.bottom-rcUpdate.top,hdcSrc,rcUpdate.left,rcUpdate.top,SRCCOPY);

	//return the destination dc to the system
	ReleaseDC(hwndDst,hdcDst);

	//clear the update area
	ClearUpdate();
}

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